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Pack BreakerFocus 5


Uncommonโ€‹Concentrateโ€‹Focusโ€‹Manipulateโ€‹Mentalโ€‹Rangerโ€‹
Source Pathfinder Howl of the Wild
Cast Two Actions
Range 30 feet
Target 1 creature
Duration 1 minute
Saving Throw Will

You can deceive creatures by changing their perception of their allies' behavior. Each affected creature suspects their allies have changed allegiance, depending on the outcome of their Will save. Regardless of the effects of the saving throw, the creature is then temporarily immune to pack breaker for 1 hour.


Critical Success The creature is unaffected.

Success The creature becomes Unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally for 1 minute. Each of its former allies within its reach must attempt a save against pack breaker.

Failure As success, but the creature is also Confused for 1 round.

Critical Failure As success, but the creature is confused for 1 minute.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Pointsโ€”you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Ranger

This indicates abilities from the ranger class.